Magic
Primary Magic: Cephalon Impulse
Secondary Magic: N/A
Caster or Holder: Caster
Description:
Cephalon Impulse is an electric type of magic, but it's not just electricity... Cephalon Impulse is much more than that. Cephalon, meaning 'relating to the brain'. Cephalon Impulse is a form of magic that supercharges the electrical impulses in the brain and nervous system, creating something that is much more than lightning magic. With Cephalon's Impulse, electricity becomes the user's very body, they can control it as if it were a limb of their own. That's not all Cephalon Impulse does, either, the magic allows any who don its power to identify and, to some extent, control the electrical impulses of others. Cephalon Impulse is impossibly difficult to control, the increased electrical impulses of the brain are erratic, they cannot be controlled, and users of Cephalon Impulse are generally overwhelmed by the sheer amount of electricity they can sense being emitted by others. Cephalon Impulse is not a tradition type of magic in that anyone can learn it, you need to be born with the ability to use Cephalon Impulse, but once a user of it learns to focus its abilities, Cephalon Impulse becomes devastatingly powerful.
Mark is far from mastering Cephalon Impulse, thus, he basically relies on the natural instinct that comes with Cephalon Impulse to take over. Because of this, Mark doesn't actually know what he's doing a lot of the time, it's like breathing, his brain just tells him what to do, and he does it, though this is often times subconscious. Since Mark doesn't have much control over Cephalon Impulse, a lot of his abilities manifest through what appears to be a lightning strike, though it's actually residual energy from Cephalon Impulse gathering on Mark's body, attracted to one place by the copper bracelet he wears on his arm, which comes with it's own special functions, see the [Aeris Terminus] unique ability. Since Mark gathers energy onto his own body, many of his spells manifest as an altering as his body, that which has become commonly known as Take Over. Though unlike a regular Take Over mage, Mark is capable of utilizing whatever limited control he has of Cephalon Impulse without a Take Over--though this isn't really very much. These are the Utility spells.
Strengths:
Cephalon Impulse's integration into the user's very body makes using it quite simply second nature to use. Anyone who uses Cephalon Impulse knows exactly when and how to use every instance of the magic, though they won't necessarily be able to execute it correctly. It's like breathing--Just a little bit harder.
Because of the integration of Cephalon Impulse into the user, it is very versatile, usable in so many different situations. The user can supercharge their own electrical impulses, slow down those of others, or just smite someone with a lightning bolt, and so much more. And due to the first strength of this magic, the user knows how to apply electricity in the strangest ways, almost no one other than a user of Cephalon Impulse would think to use electricity to slow their heartbeat to the point where they seem to be dead.
It can be a very unpredictable type of magic.
Weaknesses:
When it comes down to it, a huge part of Cephalon Impulse is just electrical magic... And thus, it shares the same weaknesses as electrical magic. This means it shares many of the same weaknesses with electrical magic, including the ability to be eaten by any type of electrical slayer, and an innate weakness to ground/earth.
Like any Take Over Mage, the user is very limited by their Take Over spells, which are generally very melee-restrictive, making it so the user has to get close in order to actually use their Take Over to the full effectiveness.
If the Gladio Aeris Form is activated [see Aeris Terminus UA] and the user is separated from their sword, they cannot get into any takeover forms until they get the sword back. Which just becomes more difficult, given that the user can't cast spells to get the sword back.
Cephalon Impulse is stupidly difficult to control, thus the fact that Mark has to rely on his instincts to do anything of use. This heavily compromises stragety, because a lot of the times the user doesn't even know exactly what a spell does, which makes it difficult to use it in a strategic fashion.
Lineage:
Unique Abilities:
2 A-Rank Special Spell Slots
2 B-Rank Special Spell Slots
Primary Magic: Cephalon Impulse
Secondary Magic: N/A
Caster or Holder: Caster
Description:
Cephalon Impulse is an electric type of magic, but it's not just electricity... Cephalon Impulse is much more than that. Cephalon, meaning 'relating to the brain'. Cephalon Impulse is a form of magic that supercharges the electrical impulses in the brain and nervous system, creating something that is much more than lightning magic. With Cephalon's Impulse, electricity becomes the user's very body, they can control it as if it were a limb of their own. That's not all Cephalon Impulse does, either, the magic allows any who don its power to identify and, to some extent, control the electrical impulses of others. Cephalon Impulse is impossibly difficult to control, the increased electrical impulses of the brain are erratic, they cannot be controlled, and users of Cephalon Impulse are generally overwhelmed by the sheer amount of electricity they can sense being emitted by others. Cephalon Impulse is not a tradition type of magic in that anyone can learn it, you need to be born with the ability to use Cephalon Impulse, but once a user of it learns to focus its abilities, Cephalon Impulse becomes devastatingly powerful.
Mark is far from mastering Cephalon Impulse, thus, he basically relies on the natural instinct that comes with Cephalon Impulse to take over. Because of this, Mark doesn't actually know what he's doing a lot of the time, it's like breathing, his brain just tells him what to do, and he does it, though this is often times subconscious. Since Mark doesn't have much control over Cephalon Impulse, a lot of his abilities manifest through what appears to be a lightning strike, though it's actually residual energy from Cephalon Impulse gathering on Mark's body, attracted to one place by the copper bracelet he wears on his arm, which comes with it's own special functions, see the [Aeris Terminus] unique ability. Since Mark gathers energy onto his own body, many of his spells manifest as an altering as his body, that which has become commonly known as Take Over. Though unlike a regular Take Over mage, Mark is capable of utilizing whatever limited control he has of Cephalon Impulse without a Take Over--though this isn't really very much. These are the Utility spells.
Strengths:
Cephalon Impulse's integration into the user's very body makes using it quite simply second nature to use. Anyone who uses Cephalon Impulse knows exactly when and how to use every instance of the magic, though they won't necessarily be able to execute it correctly. It's like breathing--Just a little bit harder.
Because of the integration of Cephalon Impulse into the user, it is very versatile, usable in so many different situations. The user can supercharge their own electrical impulses, slow down those of others, or just smite someone with a lightning bolt, and so much more. And due to the first strength of this magic, the user knows how to apply electricity in the strangest ways, almost no one other than a user of Cephalon Impulse would think to use electricity to slow their heartbeat to the point where they seem to be dead.
It can be a very unpredictable type of magic.
Weaknesses:
When it comes down to it, a huge part of Cephalon Impulse is just electrical magic... And thus, it shares the same weaknesses as electrical magic. This means it shares many of the same weaknesses with electrical magic, including the ability to be eaten by any type of electrical slayer, and an innate weakness to ground/earth.
Like any Take Over Mage, the user is very limited by their Take Over spells, which are generally very melee-restrictive, making it so the user has to get close in order to actually use their Take Over to the full effectiveness.
If the Gladio Aeris Form is activated [see Aeris Terminus UA] and the user is separated from their sword, they cannot get into any takeover forms until they get the sword back. Which just becomes more difficult, given that the user can't cast spells to get the sword back.
Cephalon Impulse is stupidly difficult to control, thus the fact that Mark has to rely on his instincts to do anything of use. This heavily compromises stragety, because a lot of the times the user doesn't even know exactly what a spell does, which makes it difficult to use it in a strategic fashion.
Lineage:
- Pride of a Mercenary:
Pride of a Mercenary:
Description: Ra was a legendary dark mage and master assassin who lived during the reign of dragons. Legend says that he was once a lowly slave who became a sword for hire, his area of expertise are poison and decay magic. Ra's usually finishes his victims by poisoning them or infecting them with a disease that ultimately weakens a person until his body decays and rot. Because of his exploits, his name was feared throughout Fiore. It was said that he gained such powers through the Lazarus Pits, reservoirs of rejuvenating chemicals that restore the dying to life or in other cases to bring death to the living; these pits have granted him a lifespan of several hundred years. Some say that Ra still walks this world, but whether this is true or not, it is certain that he had left behind a deadly legacy.
Ability: Has the ability Immortal Blood. Its an ability that allows the user to rapidly heal wound, even serious or potentially deadly. This makes them less affected by healing however. All healing from any other source is reduced by 25%.
This blood is also an incredible source of poison and decaying powers.
Can make a poison / disease single user-ranked spell (S Max) or a user-ranked minus one signature spell (A Max)
Usage: Immortal blood is passive. Spells depend on spell design. The rapid healing is equal to 5% HP Regen per post(Is included in the max amount of HP regen possible).
Unique Abilities:
- Aeris Terminus:
The technical term for the copper Limiter that Mark wears, Aeris Terminus has a handful of useful abilities that Mark can access when using its different forms. There are currently three different Aeris Forms that Mark has the ability to access. They are as follows.- Aeris Form- Locked:
The default form taken by the Aeris Terminus, Sealed Form doesn't really have many uses. All Sealed Form really does is help Mark seal away Cephalon Impulse. Sealed Form is passively active while the user is wearing Aeris Terminus on either wrist, and it keeps their magic power from being detected by anyone one rank above them or below. While Sealed Form is active, spells cannot be cast, the user must rely on their own physical abilities, which also means Unique Abilities are not active.
- Aeris Form- Awakened:
This form of Aeris Terminus is activated by removing the Limiter and expanding it to the circumference of the user's head. Once it is slipped on, the user's spells actually become usable. In Awakened Form, any electricity cast through Cephalon Impulse must be channeled through the headband.
- Hidden Aeris Form- Gladio:
A hidden form only discovered by users at least somewhat proficient with the usage of Cephalon Impulse, Gladio is a peculiar form. It has all of the same uses as the Awakened form, however, instead of putting the circle around the user's head, it transforms into a strange bronze sword. All of the user's spells can be used, however, since they all have a sword, there is a drawback: Any spells are 20% weaker in Gladio form, and they must be channeled through the sword [this is just for fluff]. To make up for this, the sword does melee damage 50% stronger, and can shoot electric pulses from out of the sword, doing spell damage two ranks below the user.
- Total Versatility:
Being as versatile as Cephalon Impulse is, this is reflected in the magic itself. Any new spells added as extra actives to takeovers can be used in any takeover.
- Cephalon Field:
As long as the Sealed Aeris Form is not activated, the user emits a magnetic field known as a 'Cephalon Field'. The Cephalon Field is invisible, though anyone who uses magic will be able to feel its pull. The Cephalon Field does a couple of things. It ca also be toggled on and off.
First and foremost, any type of metal, magical or non-magical, will feel its pull. This means that any type of metal-make magic that creates weapons will be attracted towards the user, given that the weapon is of their rank or below. Legendary and below ranked weapons are attracted towards the user as well. This only affects people of the user's rank and below, however, anyone above the user's rank can hang onto their weapons. Anyone whose body is made of metal, or is wearing metallic armor, is also pulled towards the user at a rate of three meters per post for anyone of the user's rank, though this is halved for every rank above the user the opponent is. This also affects allies.
The second use of the Cephalon Field is drastically different. Because of its electrical properties, the Cephalon Field is able to nullify any electrical spells and transform them into magic power for the user. This only works for electrically-based spells below the user's rank, and all spells are transformed into 4% mana regardless of their rank (meaning D-Rank spells and C-Rank spells turn into 4% mana, this doesn't mean spells above the user's rank can be absorbed). Natural electricity triggers this as well.
- Electricity Moulding:
As long as they are not in Sealed Form, the user is capable of shaping the electricity coursing through their body. Anything they create must be touching their body, though as soon as it is made, they can let go of it and it won't disappear. Anything created with this ability does Strong melee damage. Additionally, they can use Electricity Moulding to supercharge any weapons they wield, adding Strong melee damage to the damage of the weapon.
- Static Charge:
The user's power scales based on the amount of electricity they are hit with since it supercharges them. Their power is increased by each electrical spell they are hit within the same post, regardless of what rank it is in. However, only the next spell that use is supercharged by this ability.
One Spell: 20% power increase to next spell.
Two Spells: 40% power increase to next spell. While the user is Static Charged, their speed is decreased by 30%.
Three Spells: 75% power increase to next spell. While the user is Static Charged, their speed is decreased by 65%.
Note: This does not stack between posts, once the user is hit by a spell, the increase only lasts for one post before it wears off.
2 A-Rank Special Spell Slots
2 B-Rank Special Spell Slots
Last edited by Mark on 23rd November 2016, 9:19 am; edited 12 times in total